rpgxef/code/cgame/cg_public.h

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// Copyright (C) 1999-2000 Id Software, Inc.
//
#define CMD_BACKUP 64
#define CMD_MASK (CMD_BACKUP - 1)
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP
#define MAX_ENTITIES_IN_SNAPSHOT 256
// snapshots are a view of the server at a given time
// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded, or
// they may be dropped by the network.
typedef struct {
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
int ping;
int serverTime; // server time the message is valid for (in msec)
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
int numServerCommands; // text based server commands to execute when this
int serverCommandSequence; // snapshot becomes current
} snapshot_t;
/*
==================================================================
functions imported from the main executable
==================================================================
*/
#define CGAME_IMPORT_API_VERSION 3
//these must match up with cg_syscalls.asm
typedef enum {
CG_PRINT,
CG_ERROR,
CG_MILLISECONDS,
CG_CVAR_REGISTER,
CG_CVAR_UPDATE,
CG_CVAR_SET,
CG_CVAR_VARIABLESTRINGBUFFER,
CG_ARGC,
CG_ARGV,
CG_ARGS,
CG_FS_FOPENFILE,
CG_FS_READ,
CG_FS_WRITE,
CG_FS_FCLOSEFILE,
CG_SENDCONSOLECOMMAND,
CG_ADDCOMMAND,
CG_SENDCLIENTCOMMAND,
CG_UPDATESCREEN,
CG_CM_LOADMAP,
CG_CM_NUMINLINEMODELS,
CG_CM_INLINEMODEL,
CG_CM_LOADMODEL,
CG_CM_TEMPBOXMODEL,
CG_CM_POINTCONTENTS,
CG_CM_TRANSFORMEDPOINTCONTENTS,
CG_CM_BOXTRACE,
CG_CM_TRANSFORMEDBOXTRACE,
CG_CM_MARKFRAGMENTS,
CG_S_STARTSOUND,
CG_S_STARTLOCALSOUND,
CG_S_CLEARLOOPINGSOUNDS,
CG_S_ADDLOOPINGSOUND,
CG_S_UPDATEENTITYPOSITION,
CG_S_RESPATIALIZE,
CG_S_REGISTERSOUND,
CG_S_STARTBACKGROUNDTRACK,
CG_R_LOADWORLDMAP,
CG_R_REGISTERMODEL,
CG_R_REGISTERSKIN,
CG_R_REGISTERSHADER,
CG_R_CLEARSCENE,
CG_R_ADDREFENTITYTOSCENE,
CG_R_ADDPOLYTOSCENE,
CG_R_ADDLIGHTTOSCENE,
CG_R_RENDERSCENE,
CG_R_SETCOLOR,
CG_R_DRAWSTRETCHPIC,
CG_R_MODELBOUNDS,
CG_R_LERPTAG,
CG_GETGLCONFIG,
CG_GETGAMESTATE,
CG_GETCURRENTSNAPSHOTNUMBER,
CG_GETSNAPSHOT,
CG_GETSERVERCOMMAND,
CG_GETCURRENTCMDNUMBER,
CG_GETUSERCMD,
CG_SETUSERCMDVALUE,
CG_R_REGISTERSHADERNOMIP,
CG_MEMORY_REMAINING,
CG_R_REGISTERSHADER3D, //59
CG_CVAR_SET_NO_MODIFY, // 60
CG_R_REMAP_SHADER,
CG_MEMSET = 100,
CG_MEMCPY,
CG_STRNCPY,
CG_SIN,
CG_COS,
CG_ATAN2,
CG_SQRT,
CG_FLOOR,
CG_CEIL,
CG_TESTPRINTINT,
CG_TESTPRINTFLOAT,
} cgameImport_t;
//these must match up with cg_syscalls.asm
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef enum {
CG_INIT,
// void CG_Init( int serverMessageNum, int serverCommandSequence )
// called when the level loads or when the renderer is restarted
// all media should be registered at this time
// cgame will display loading status by calling SCR_Update, which
// will call CG_DrawInformation during the loading process
// reliableCommandSequence will be 0 on fresh loads, but higher for
// demos, tourney restarts, or vid_restarts
CG_SHUTDOWN,
// void (*CG_Shutdown)( void );
// oportunity to flush and close any open files
CG_CONSOLE_COMMAND,
// qboolean (*CG_ConsoleCommand)( void );
// a console command has been issued locally that is not recognized by the
// main game system.
// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
// command is not known to the game
CG_DRAW_ACTIVE_FRAME,
// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
// Generates and draws a game scene and status information at the given time.
// If demoPlayback is set, local movement prediction will not be enabled
CG_CROSSHAIR_PLAYER,
// int (*CG_CrosshairPlayer)( void );
CG_LAST_ATTACKER
// int (*CG_LastAttacker)( void );
} cgameExport_t;
//----------------------------------------------